*model_shadow.edf: The mesh used to cast shadows. Should be textured completely untextured white and low detail.

+

*'''model_shadow.edf''': The mesh used to cast shadows. Should be textured completely untextured white and low detail.

−

*model_cockpit.edf: The cockpit model, used in first-person view. Should be higher detail.

+

*'''model_cockpit.edf''': The cockpit model, used in first-person view. Should be higher detail.

−

*model_temp.edf: A temporary mesh used when joining online sessions, to prevent lags when new player join. Should be the same or lower detail than the shadow model, again with no texture.

+

*'''model_temp.edf''': A temporary mesh used when joining online sessions, to prevent lags when new player join. Should be the same or lower detail than the shadow model, again with no texture.

To export a new entire bike .edf file, you should name the bike part objects as follows:

To export a new entire bike .edf file, you should name the bike part objects as follows:

Line 25:

Line 26:

:'''rsusp''' - swingarm

:'''rsusp''' - swingarm

−

Refer to the template objects for placement and naming of the levers / controls.

+

Refer to the template objects for placement and naming of the levers / controls. The levers must be linked to steer and the pedals must be linked to chassis.

−

If you have named everything correctly, and have matched roughly the parts positions with the template file, you should be able to simply overwrite model.edf and the be able to see it ingame.

+

If you are using the .blend file, you can simply parent your meshes to the objects in the file, and then delete the template meshes.

+

+

==Export .fbx==

+

Now export an fbx file (to your working folder, NOT in your MXB bike directory). Now run the FBX2EDF converter, click '''Load''' and locate your fbx file.

+

+

==Create .edf file==

+

#Open export_script.ini. You'll want to change the path to your MXB bike directory. Usually this will involve changing only the folder name from 'template' to the one you chose in step 1. Unless you have installed MX Bikes to a different directory than default. Save the .ini file.

+

#Now in FBX2EDF, you'll need to type in the full path to the ini file into the box at the top (just below Load). For example: C:/My New Bike/export_script.ini

+

#Click the '''Save''' button, and select model.edf in the bike folder you named in step 1.

Getting Started

Rename the extracted folder to the name of your new bike. Keep it short, without spaces.

Rename the .ini file to the same as your folder name

Rename the .cfg file to the same as your folder name

Edit the .cfg file and change the ID at the top to the same as your folder name

Edit the .ini file and change the names to whatever you want - this is used for the bike select menu. Short_name is used in the results data in the pits.

Now you should be able to see your bike name ingame, using the template model.

Replacing Models

Naming

The bike model is made up from a few different .edf files:

model.edf: The entire bike model, plus LODs.

model_shadow.edf: The mesh used to cast shadows. Should be textured completely untextured white and low detail.

model_cockpit.edf: The cockpit model, used in first-person view. Should be higher detail.

model_temp.edf: A temporary mesh used when joining online sessions, to prevent lags when new player join. Should be the same or lower detail than the shadow model, again with no texture.

To export a new entire bike .edf file, you should name the bike part objects as follows:

chassis - bike frame, engine & bodywork

steer - steering + upper forks

fsusp - front suspension (the lower fork)

rsusp - swingarm

Refer to the template objects for placement and naming of the levers / controls. The levers must be linked to steer and the pedals must be linked to chassis.
If you are using the .blend file, you can simply parent your meshes to the objects in the file, and then delete the template meshes.

Export .fbx

Now export an fbx file (to your working folder, NOT in your MXB bike directory). Now run the FBX2EDF converter, click Load and locate your fbx file.

Create .edf file

Open export_script.ini. You'll want to change the path to your MXB bike directory. Usually this will involve changing only the folder name from 'template' to the one you chose in step 1. Unless you have installed MX Bikes to a different directory than default. Save the .ini file.

Now in FBX2EDF, you'll need to type in the full path to the ini file into the box at the top (just below Load). For example: C:/My New Bike/export_script.ini

Click the Save button, and select model.edf in the bike folder you named in step 1.